Hi everyone, Today I released the Alpha version of a tool I’ve been developing called HardCuts. HardCuts focuses on fast hard-surface concept modeling using voxel booleans and parametric shapes. The idea behind the tool is to make workflows like these very fast: • blockout shapes • boolean cutters • base mesh creation •…
It was a very common technique once with combining multiple neighboring objects in a single, often non-square texture for a sake of having one shared distant LOD object in systems using hierarchical lods or lod grouping . Still works with that logic and good for mobile games for sure but AAA games moved toward UDIM…
sometimes its also just part of the outsourced work that nobody ever sees.and to be fair its realy hard to sell a million nose shape outside a character creator system.
Post: Hello! I’m working on Pokémon Lunacore, a fan-made Pokémon MMO set in a unique region inspired by California. The game features an original story where Team Midnight captures a corrupted Victini, a Dark/Electric-type Pokémon, to experiment on it. The experiment goes wrong, putting Victini into a deep slumber.…
This page is the one that first introduced me to the technique. I keep returning it once in a while to refresh my memory. 😌 For people randomly stumbling on this thread in the future, two related sections on alpha: http://wiki.polycount.com/wiki/Transparency_map#Sorting_Problems…
Painter docs seem to indicate their UV Tiles system is different than regular UDIM workflow. But what’s different here? Isn’t it just a single material getting multiple texture sets, like most apps do with UDIMs?
Looking for Rigging specialist to modify, strip and optimize metahumans rig so we have a de-cluttered, smooth running non modular (metahuman system) rig with the same operating level. Need to also add some additional controls with helpers and blendshapes that involve NSFW work, must be comfortable with this. Required good…
Thanks a lot for the detailed feedback, I really appreciate it. @Peyd3d =) You’re absolutely right about the shading issues. I’ve gone over the meshes several times and addressed a number of those areas already. Some of the round and beveled assets were causing issues, so I’ve increased the geometry there to improve the…
"I joined a forum because there is NOTHING about this online." Does seem as if you've deep dived the interwebs for info and possibly landed on overclock.net as well? It's been ages but from what I can recall that community was probably or more than likely still populated with power users, if nothing else in my opinion…